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@@ -10,7 +10,7 @@ vec3 computeLighting(vec3 normalVector, vec3 lightDirection, vec3 lightColor, fl
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vec3 vertexToEye = normalize(v_cameraDirection);
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vec3 halfDirection = normalize(lightDirection + v_cameraDirection);
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float specularAngle = max(dot(halfDirection, normalVector), 0.0);
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- vec3 specularColor = pow(specularAngle, u_specularExponent);
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+ vec3 specularColor = vec3(pow(specularAngle, u_specularExponent));
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return (diffuseColor + specularColor) * attenuation;
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